
According to GamesIndustry.biz, the video game Brain Training, on the DS, has been present for a total of 80 weeks in the UK top ten.
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I suppose it confirms that many people are idiots, right?
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So am I for this free advertising. X[
The game makers have appointed the law firm Davenport Lyons. This week Isabela Barwinska, an unemployed mother of two, became the first person in the UK to be ordered to pay damages to a manufacturer. She must pay more than £16,000 to Topware after downloading Dream Pinball through a file-sharing site.
There was a Japanese game called Gadget that was very influential on movies like Dark City and The Matrix.
How far have games really come since then?
They’re an incredible storytelling tool, one that filmmakers should embrace instead of reject. In the next ten years, they’ll yield a couple of narrative masterpieces.
There are only two games I consider masterpieces: Ico and Shadow of the Colossus.
How much influence do you think your gaming has had on your movies?
A lot. Videogames use art direction, colour and storytelling in a very pure way that a lot of movies have forgotten.
The first Silent Hill was so beautiful, almost like a Lynch, Polanski or Romero type of horror experience.
There is a message to read through this. As I have understood and as it's been repeated all over the Internet, in a period when there's not much to say about video games, we can read the following:
"The more you shoot them, the more they keep coming. It is not productive. You still loose, in the end."
This, of course, hardly applies to any complete war strategy, if you think about it, only because there always are basic limiting factors to any conflict. Morale, pride, survival and mere numbers. Once you destroy them, the war is over.
Yes, you can win, in a certain way, by annihilating all of your enemies, right down to the point where you need to make the boldest moves and bomb houses, destroying the civilians before they can turn into soldiers.
There's been that short game on this theme, as you had to fire rockets on some random Middle East city and see the population keep turning into "terrorists" as you kept filling the screen with death and more craters.
There is one thing sure here; the game Invaders is certainly not the best to pick for this kind of message, notably because the whole and correct message itself, once all parts have been considered, reads thusly: "don't bother".
Yes, don't bother against the invaders, and you can see how this is terribly wrong on all possible fronts. There’s little surprise, then, that this attempt at criticism is a failure.
It only helps to fuel antagonism and false ideas.
The sarcastic Game Over message punctuated by “Support Our Troops” has to be read “send more”, like handkerchiefs. More people to the grinder!
But the execution is downright horrible, since the final message can be read the following way:
Don't bother picking arms as your rights are being scoffed at, don’t bother fighting back as your beloved ones' bones and blood are turned into mortar, part of a sinister and cynical construct.
This does not apply to 9/11 only.
In fact, 9/11 is probably the less relevant event to pick if you wanted to forward such a message.
Much better examples are to be found across this lovely planet, during the recent years.
Countries in Africa... East Europe... or even Lebanon... you name it.
This man didn’t properly appreciate the game’s entire mechanic, as it’s about resistance.
A fundamental rule that drives the play is “resistance is futile.”
He awkwardly uses it for his political message, which I think is close to what I highlighted at the top of my post.
The game’s message has never been “stop bombing aliens because they’ll come to haunt you and level your cities, as retribution.”
Unless I missed an obscure official backstory about the origin of the Invaders conflict, courtesy of Taito, maybe?
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I personally have a fundamental dislike of the RPG system," says Shigeru Miyamato. "I think that in RPGs, you are completely bound hand and foot and can't move. Only gradually, as your character gains powers, do you become able to move your hands, your feet…you come untied slowly. And in the end, you feel powerful. So what you can get out of an RPG is a feeling of happiness, but I don't think that is a game that is fundamentally fun to play.
The Wii is a very cost effective platform to experiment with. There is a lot of crap coming out for the Wii in general.
If it’s not a good game, it doesn’t sell. That flood of crap will die down as publishers become more coherent.
The Wii is a great opportunity for hitting hardcore gamers. No one is doing that.
With MadWorld from Platinum Games, we are trying to show that millions of Wii gamers want to move on to mature games.
They don’t have to have an Xbox 360 to do that.
“The Wii is just a fad” argument [is] very much disproven.
It seems a shame that the game's manufacturer have decided to exclusively release this game on the Wii. I believe it will spoil the family fun image of the Wii.
If developers and publishers want people to buy their games, the simple solution is to make buying games a more preferable option to piracy. How? Well, there are a number of ways.
Firstly, game prices need to come down. A new game in HMV can go for nearly fifty quid. I could buy the Director's Cut of the Lord of the Rings trilogy, and it still wouldn't cost as much as Assassin's Creed. Ask any mother umming and aaing about getting their kid a console for their birthday, and the same answer crops up- "But the games are so expensive." It's easy to see why people resort to piracy, when going out and buying a game is such an expensive investment. I remember when Playstation games cost £25 quid. To me, that was a fortune. Now, it seems like pocket change.
Be careful through, by lowering a product's price, you also depreciate its value in the consumer's mind. They'll think of it as a cheap game. The only real good way to sell wagons of the game at a lower price is also to boost the marketing campaign to make it sure that people get that it's a good game.
In these days of poverty, you could even play it consumer friendly, with directly open messages about we sell the game at this price not because it's bad, but because we want you to have the power to purchase it for the full true experience.
Or something like that.Secondly, why don't developers include more freebies with their games? Perhaps this may seem a little corny, but people love free stuff. The fact that piracy is a problem shows that by itself. Why not get Capcom to include a free poster, or some stickers, or some badges, or something with Devil May Cry? People love things like that, and last time I checked the Pirate Bay wasn't giving away free Glados posters with its Portal torrents. Things like this may seem inconsequential, but people love to feel like they've got a bargain, and extra goodies help this no end.
Yes, boxing has really been underappreciated. It would have been neat to buy DMC4 in a wooden dark box with metallic bolts which would have looked like it could house Ivory and Ebony.
Imagine buying Tron 2.0 in an Identity Disc, instead of some random square box?Thirdly, why don't publishers negotiate more with retailers to make buying games a more attractive option? How about if you buy this game, you get a voucher entitling you to 10% off the next title you get in-store? Or why not use 2-for-1 deals to get rid of those surplus copies of Psychonauts you've got in the back room? Hey, here's another idea. You get bands turning up at CD stores to do signings, play gigs and promote their latest efforts right? Why not get developers to actually go out to game stores, demo their latest offerings for anyone interested, and sign any copies of their previous games that people may have brought along? People will have another reason to go to the game store, and who knows, maybe they'll pick up another game while they're there.
I'm going to tell you why.
Lazy.
Bundles are a secret weapon. I literally DREAM of the day you'll build your own basket at a brick & mortar retailer, have access to very low prices for hits the moment you buy more of them.
You should really get out of the shop with rich and complete packages, several games, offers, tickets for online services, significant reductions for future sales, plenty of goods, all that stuff.
We've been concepting quite a bit internally. That's another universe creation thing. I was looking at Metroid Prime's reinventing of a franchise that had been out there for quite awhile, and we're facing the same thing with Turrican.
There's aspects of the old games where people will feel betrayed if we don't transform them into the next generation. On the other hand, there's other stuff which is simply cheesy, let's face it. I don't think gamers will accept those things anymore. It's a fine line to balance.
Yeah, 2D was all about world exploration in our games, but also about scale. That is one of the things we've transformed into our 3D games, where it's all about scale from macro to micro. I think some of these elements actually do apply, and they're quite different from what you've seen, say, in Metroid, which has a very rigid design.
The research I've seen pegs the piracy rate at between 70-85% on PC in the US, 90%+ in Europe, off the charts in Asia. I didn't believe it at first. It seemed way too high. Then I saw that Bioshock was selling 5 to 1 on console vs. PC. And Call of Duty 4 was selling 10 to 1. These are hardcore games, shooters, classic PC audience stuff. Given the difference in install base, I can't believe that there's that big of a difference in who played these games, but I guess there can be in who actually payed for them.
Let's dig a little deeper there. So, if 90% of your audience is stealing your game, even if you got a little bit more, say 10% of that audience to change their ways and pony up, what's the difference in income? Just about double. That's right, double. That's easily the difference between commercial failure and success. That's definitely the difference between doing okay and founding a lasting franchise. Even if you cut that down to 1% - 1 out of every hundred people who are pirating the game - who would actually buy the game, that's still a 10% increase in revenue. Again, that's big enough to make the difference between breaking even and making a profit.